/** * @file 3d_frame.cpp */ /* * This program source code file is part of KiCad, a free EDA CAD application. * * Copyright (C) 1992-2015 KiCad Developers, see AUTHORS.txt for contributors. * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, you may find one here: * http://www.gnu.org/licenses/old-licenses/gpl-2.0.html * or you may search the http://www.gnu.org website for the version 2 license, * or you may write to the Free Software Foundation, Inc., * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA */ #include #include #include #include #include <3d_viewer.h> #include <3d_canvas.h> #include #include #include #include <3d_viewer_id.h> #include INFO3D_VISU g_Parm_3D_Visu; // Key to store 3D Viewer config: static const wxChar keyBgColor_Red[] = wxT( "BgColor_Red" ); static const wxChar keyBgColor_Green[] = wxT( "BgColor_Green" ); static const wxChar keyBgColor_Blue[] = wxT( "BgColor_Blue" ); static const wxChar keyBgColor_Red_Top[] = wxT( "BgColor_Red_Top" ); static const wxChar keyBgColor_Green_Top[] = wxT( "BgColor_Green_Top" ); static const wxChar keyBgColor_Blue_Top[] = wxT( "BgColor_Blue_Top" ); static const wxChar keySMaskColor_Red[] = wxT( "SMaskColor_Red" ); static const wxChar keySMaskColor_Green[] = wxT( "SMaskColor_Green" ); static const wxChar keySMaskColor_Blue[] = wxT( "SMaskColor_Blue" ); static const wxChar keySPasteColor_Red[] = wxT( "SPasteColor_Red" ); static const wxChar keySPasteColor_Green[] = wxT( "SPasteColor_Green" ); static const wxChar keySPasteColor_Blue[] = wxT( "SPasteColor_Blue" ); static const wxChar keySilkColor_Red[] = wxT( "SilkColor_Red" ); static const wxChar keySilkColor_Green[] = wxT( "SilkColor_Green" ); static const wxChar keySilkColor_Blue[] = wxT( "SilkColor_Blue" ); static const wxChar keyCopperColor_Red[] = wxT( "CopperColor_Red" ); static const wxChar keyCopperColor_Green[] = wxT( "CopperColor_Green" ); static const wxChar keyCopperColor_Blue[] = wxT( "CopperColor_Blue" ); static const wxChar keyBoardBodyColor_Red[] = wxT( "BoardBodyColor_Red" ); static const wxChar keyBoardBodyColor_Green[] = wxT( "BoardBodyColor_Green" ); static const wxChar keyBoardBodyColor_Blue[]= wxT( "BoardBodyColor_Blue" ); static const wxChar keyShowRealisticMode[] = wxT( "ShowRealisticMode" ); static const wxChar keyRenderShadows[] = wxT( "Render_Shadows" ); static const wxChar keyRenderRemoveHoles[] = wxT( "Render_RemoveHoles" ); static const wxChar keyRenderTextures[] = wxT( "Render_Textures" ); static const wxChar keyRenderSmoothNormals[] = wxT( "Render_Smooth_Normals" ); static const wxChar keyRenderUseModelNormals[] =wxT( "Render_Use_Model_Normals" ); static const wxChar keyRenderMaterial[] = wxT( "Render_Material" ); static const wxChar keyRenderShowModelBBox[] = wxT( "Render_ShowModelBoudingBoxes" ); static const wxChar keyShowAxis[] = wxT( "ShowAxis" ); static const wxChar keyShowGrid[] = wxT( "ShowGrid3D" ); static const wxChar keyShowGridSize[] = wxT( "Grid3DSize" ); static const wxChar keyShowZones[] = wxT( "ShowZones" ); static const wxChar keyShowFootprints[] = wxT( "ShowFootprints" ); static const wxChar keyShowCopperThickness[] = wxT( "ShowCopperThickness" ); static const wxChar keyShowAdhesiveLayers[] = wxT( "ShowAdhesiveLayers" ); static const wxChar keyShowSilkScreenLayers[] = wxT( "ShowSilkScreenLayers" ); static const wxChar keyShowSolderMaskLayers[] = wxT( "ShowSolderMasLayers" ); static const wxChar keyShowSolderPasteLayers[] =wxT( "ShowSolderPasteLayers" ); static const wxChar keyShowCommentsLayer[] = wxT( "ShowCommentsLayers" ); static const wxChar keyShowBoardBody[] = wxT( "ShowBoardBody" ); static const wxChar keyShowEcoLayers[] = wxT( "ShowEcoLayers" ); BEGIN_EVENT_TABLE( EDA_3D_FRAME, EDA_BASE_FRAME ) EVT_ACTIVATE( EDA_3D_FRAME::OnActivate ) EVT_TOOL_RANGE( ID_ZOOM_IN, ID_ZOOM_PAGE, EDA_3D_FRAME::Process_Zoom ) EVT_TOOL_RANGE( ID_START_COMMAND_3D, ID_END_COMMAND_3D, EDA_3D_FRAME::Process_Special_Functions ) EVT_TOOL( ID_TOOL_SET_VISIBLE_ITEMS, EDA_3D_FRAME::Process_Special_Functions ) EVT_MENU( wxID_EXIT, EDA_3D_FRAME::Exit3DFrame ) EVT_MENU( ID_MENU_SCREENCOPY_PNG, EDA_3D_FRAME::Process_Special_Functions ) EVT_MENU( ID_MENU_SCREENCOPY_JPEG, EDA_3D_FRAME::Process_Special_Functions ) EVT_MENU_RANGE( ID_MENU3D_GRID, ID_MENU3D_GRID_END, EDA_3D_FRAME::On3DGridSelection ) EVT_CLOSE( EDA_3D_FRAME::OnCloseWindow ) END_EVENT_TABLE() EDA_3D_FRAME::EDA_3D_FRAME( KIWAY* aKiway, PCB_BASE_FRAME* aParent, const wxString& aTitle, long style ) : KIWAY_PLAYER( aKiway, aParent, FRAME_PCB_DISPLAY3D, aTitle, wxDefaultPosition, wxDefaultSize, style, wxT( "Frame3D" ) ) { m_canvas = NULL; m_reloadRequest = false; m_ortho = false; // Give it an icon wxIcon icon; icon.CopyFromBitmap( KiBitmap( icon_3d_xpm ) ); SetIcon( icon ); LoadSettings( config() ); SetSize( m_FramePos.x, m_FramePos.y, m_FrameSize.x, m_FrameSize.y ); // Create the status line static const int status_dims[4] = { -1, 130, 130, 170 }; CreateStatusBar( DIM( status_dims ) ); SetStatusWidths( DIM( status_dims ), status_dims ); CreateMenuBar(); ReCreateMainToolbar(); // Make a EDA_3D_CANVAS // Note: We try to use anti aliasing if the graphic card allows that, // but only on wxWidgets >= 3.0.0 (this option does not exist on wxWidgets 2.8) int attrs[] = { // This array should be 2*n+1 // Sadly wxwidgets / glx < 13 allowed // a thing named "boolean attributes" that don't take a value. // (See src/unix/glx11.cpp -> wxGLCanvasX11::ConvertWXAttrsToGL() ). // To avoid problems due to this, just specify those attributes twice. // Only WX_GL_RGBA, WX_GL_DOUBLEBUFFER, WX_GL_STEREO are such boolean // attributes. // Boolean attributes (using itself at padding): WX_GL_RGBA, WX_GL_RGBA, WX_GL_DOUBLEBUFFER, WX_GL_DOUBLEBUFFER, // Normal attributes with values: WX_GL_DEPTH_SIZE, 16, WX_GL_STENCIL_SIZE, 1, WX_GL_SAMPLE_BUFFERS, 1, // Enable multisampling support (antialiasing). WX_GL_SAMPLES, 0, // Disable AA for the start. 0 }; // NULL termination // Check if the canvas supports multisampling. if( EDA_3D_CANVAS::IsDisplaySupported( attrs ) ) { // Check for possible sample sizes, start form the top. int maxSamples = 8; // Any higher doesn't change anything. int samplesOffset = 0; for( unsigned int ii = 0; ii < DIM( attrs ); ii += 2 ) { if( attrs[ii] == WX_GL_SAMPLES ) { samplesOffset = ii+1; break; } } attrs[samplesOffset] = maxSamples; for( ; maxSamples > 0 && !EDA_3D_CANVAS::IsDisplaySupported( attrs ); maxSamples = maxSamples>>1 ) { attrs[samplesOffset] = maxSamples; } } else { // Disable multisampling for( unsigned int ii = 0; ii < DIM( attrs ); ii += 2 ) { if( attrs[ii] == WX_GL_SAMPLE_BUFFERS ) { attrs[ii+1] = 0; break; } } } m_canvas = new EDA_3D_CANVAS( this, attrs ); m_auimgr.SetManagedWindow( this ); EDA_PANEINFO horiztb; horiztb.HorizontalToolbarPane(); m_auimgr.AddPane( m_mainToolBar, wxAuiPaneInfo( horiztb ).Name( wxT( "m_mainToolBar" ) ).Top() ); m_auimgr.AddPane( m_canvas, wxAuiPaneInfo().Name( wxT( "DrawFrame" ) ).CentrePane() ); m_auimgr.Update(); // Fixes bug in Windows (XP and possibly others) where the canvas requires the focus // in order to receive mouse events. Otherwise, the user has to click somewhere on // the canvas before it will respond to mouse wheel events. m_canvas->SetFocus(); } void EDA_3D_FRAME::Exit3DFrame( wxCommandEvent& event ) { Close( true ); } void EDA_3D_FRAME::OnCloseWindow( wxCloseEvent& Event ) { if( Parent() ) Parent()->m_Draw3DFrame = NULL; Destroy(); } void EDA_3D_FRAME::LoadSettings( wxConfigBase* aCfg ) { EDA_BASE_FRAME::LoadSettings( aCfg ); INFO3D_VISU& prms = GetPrm3DVisu(); aCfg->Read( keyBgColor_Red, &GetPrm3DVisu().m_BgColor.m_Red, 0.4 ); aCfg->Read( keyBgColor_Green, &GetPrm3DVisu().m_BgColor.m_Green, 0.4 ); aCfg->Read( keyBgColor_Blue, &GetPrm3DVisu().m_BgColor.m_Blue, 0.5 ); aCfg->Read( keyBgColor_Red_Top, &GetPrm3DVisu().m_BgColor_Top.m_Red, 0.8 ); aCfg->Read( keyBgColor_Green_Top, &GetPrm3DVisu().m_BgColor_Top.m_Green, 0.8 ); aCfg->Read( keyBgColor_Blue_Top, &GetPrm3DVisu().m_BgColor_Top.m_Blue, 0.9 ); // m_SolderMaskColor default value = dark grey-green aCfg->Read( keySMaskColor_Red, &GetPrm3DVisu().m_SolderMaskColor.m_Red, 100.0 * 0.2 / 255.0 ); aCfg->Read( keySMaskColor_Green, &GetPrm3DVisu().m_SolderMaskColor.m_Green, 255.0 * 0.2 / 255.0 ); aCfg->Read( keySMaskColor_Blue, &GetPrm3DVisu().m_SolderMaskColor.m_Blue, 180.0 * 0.2 / 255.0 ); // m_SolderPasteColor default value = light grey aCfg->Read( keySPasteColor_Red, &GetPrm3DVisu().m_SolderPasteColor.m_Red, 128.0 /255.0 ); aCfg->Read( keySPasteColor_Green, &GetPrm3DVisu().m_SolderPasteColor.m_Green, 128.0 /255.0 ); aCfg->Read( keySPasteColor_Blue, &GetPrm3DVisu().m_SolderPasteColor.m_Blue, 128.0 /255.0 ); // m_SilkScreenColor default value = white aCfg->Read( keySilkColor_Red, &GetPrm3DVisu().m_SilkScreenColor.m_Red, 0.9 ); aCfg->Read( keySilkColor_Green, &GetPrm3DVisu().m_SilkScreenColor.m_Green, 0.9 ); aCfg->Read( keySilkColor_Blue, &GetPrm3DVisu().m_SilkScreenColor.m_Blue, 0.9 ); // m_CopperColor default value = gold aCfg->Read( keyCopperColor_Red, &GetPrm3DVisu().m_CopperColor.m_Red, 255.0 * 0.7 / 255.0 ); aCfg->Read( keyCopperColor_Green, &GetPrm3DVisu().m_CopperColor.m_Green, 223.0 * 0.7 / 255.0 ); aCfg->Read( keyCopperColor_Blue, &GetPrm3DVisu().m_CopperColor.m_Blue, 0.0 /255.0 ); // m_BoardBodyColor default value = FR4, in realistic mode aCfg->Read( keyBoardBodyColor_Red, &GetPrm3DVisu().m_BoardBodyColor.m_Red, 51.0 / 255.0 ); aCfg->Read( keyBoardBodyColor_Green, &GetPrm3DVisu().m_BoardBodyColor.m_Green, 43.0 / 255.0 ); aCfg->Read( keyBoardBodyColor_Blue, &GetPrm3DVisu().m_BoardBodyColor.m_Blue, 22.0 /255.0 ); bool tmp; aCfg->Read( keyShowRealisticMode, &tmp, false ); prms.SetFlag( FL_USE_REALISTIC_MODE, tmp ); aCfg->Read( keyRenderShadows, &tmp, false ); prms.SetFlag( FL_RENDER_SHADOWS, tmp ); aCfg->Read( keyRenderRemoveHoles, &tmp, false ); prms.SetFlag( FL_RENDER_SHOW_HOLES_IN_ZONES, tmp ); aCfg->Read( keyRenderTextures, &tmp, false ); prms.SetFlag( FL_RENDER_TEXTURES, tmp ); aCfg->Read( keyRenderSmoothNormals, &tmp, false ); prms.SetFlag( FL_RENDER_SMOOTH_NORMALS, tmp ); aCfg->Read( keyRenderUseModelNormals, &tmp, false ); prms.SetFlag( FL_RENDER_USE_MODEL_NORMALS, tmp ); aCfg->Read( keyRenderMaterial, &tmp, false ); prms.SetFlag( FL_RENDER_MATERIAL, tmp ); aCfg->Read( keyRenderShowModelBBox, &tmp, false ); prms.SetFlag( FL_RENDER_SHOW_MODEL_BBOX, tmp ); aCfg->Read( keyShowAxis, &tmp, true ); prms.SetFlag( FL_AXIS, tmp ); aCfg->Read( keyShowGrid, &tmp, true ); prms.SetFlag( FL_GRID, tmp ); aCfg->Read( keyShowGridSize, &prms.m_3D_Grid, 10.0 ); aCfg->Read( keyShowFootprints, &tmp, true ); prms.SetFlag( FL_MODULE, tmp ); aCfg->Read( keyShowCopperThickness, &tmp, false ); prms.SetFlag( FL_USE_COPPER_THICKNESS, tmp ); aCfg->Read( keyShowZones, &tmp, true ); prms.SetFlag( FL_ZONE, tmp ); aCfg->Read( keyShowAdhesiveLayers, &tmp, true ); prms.SetFlag( FL_ADHESIVE, tmp ); aCfg->Read( keyShowSilkScreenLayers, &tmp, true ); prms.SetFlag( FL_SILKSCREEN, tmp ); aCfg->Read( keyShowSolderMaskLayers, &tmp, true ); prms.SetFlag( FL_SOLDERMASK, tmp ); aCfg->Read( keyShowSolderPasteLayers, &tmp, true ); prms.SetFlag( FL_SOLDERPASTE, tmp ); aCfg->Read( keyShowCommentsLayer, &tmp, true ); prms.SetFlag( FL_COMMENTS, tmp ); aCfg->Read( keyShowEcoLayers, &tmp, true ); prms.SetFlag( FL_ECO, tmp ); aCfg->Read( keyShowBoardBody, &tmp, true ); prms.SetFlag( FL_SHOW_BOARD_BODY, tmp ); } void EDA_3D_FRAME::SaveSettings( wxConfigBase* aCfg ) { EDA_BASE_FRAME::SaveSettings( aCfg ); INFO3D_VISU& prms = GetPrm3DVisu(); aCfg->Write( keyBgColor_Red, GetPrm3DVisu().m_BgColor.m_Red ); aCfg->Write( keyBgColor_Green, GetPrm3DVisu().m_BgColor.m_Green ); aCfg->Write( keyBgColor_Blue, GetPrm3DVisu().m_BgColor.m_Blue ); aCfg->Write( keyBgColor_Red_Top, GetPrm3DVisu().m_BgColor_Top.m_Red ); aCfg->Write( keyBgColor_Green_Top, GetPrm3DVisu().m_BgColor_Top.m_Green ); aCfg->Write( keyBgColor_Blue_Top, GetPrm3DVisu().m_BgColor_Top.m_Blue ); aCfg->Write( keySMaskColor_Red, GetPrm3DVisu().m_SolderMaskColor.m_Red ); aCfg->Write( keySMaskColor_Green, GetPrm3DVisu().m_SolderMaskColor.m_Green ); aCfg->Write( keySMaskColor_Blue, GetPrm3DVisu().m_SolderMaskColor.m_Blue ); aCfg->Write( keySPasteColor_Red, GetPrm3DVisu().m_SolderPasteColor.m_Red ); aCfg->Write( keySPasteColor_Green, GetPrm3DVisu().m_SolderPasteColor.m_Green ); aCfg->Write( keySPasteColor_Blue, GetPrm3DVisu().m_SolderPasteColor.m_Blue ); aCfg->Write( keySilkColor_Red, GetPrm3DVisu().m_SilkScreenColor.m_Red ); aCfg->Write( keySilkColor_Green, GetPrm3DVisu().m_SilkScreenColor.m_Green ); aCfg->Write( keySilkColor_Blue, GetPrm3DVisu().m_SilkScreenColor.m_Blue ); aCfg->Write( keyCopperColor_Red, GetPrm3DVisu().m_CopperColor.m_Red ); aCfg->Write( keyCopperColor_Green, GetPrm3DVisu().m_CopperColor.m_Green ); aCfg->Write( keyCopperColor_Blue, GetPrm3DVisu().m_CopperColor.m_Blue ); aCfg->Write( keyBoardBodyColor_Red, GetPrm3DVisu().m_BoardBodyColor.m_Red ); aCfg->Write( keyBoardBodyColor_Green, GetPrm3DVisu().m_BoardBodyColor.m_Green ); aCfg->Write( keyBoardBodyColor_Blue, GetPrm3DVisu().m_BoardBodyColor.m_Blue ); aCfg->Write( keyShowRealisticMode, prms.GetFlag( FL_USE_REALISTIC_MODE ) ); aCfg->Write( keyRenderShadows, prms.GetFlag( FL_RENDER_SHADOWS ) ); aCfg->Write( keyRenderRemoveHoles, prms.GetFlag( FL_RENDER_SHOW_HOLES_IN_ZONES ) ); aCfg->Write( keyRenderTextures, prms.GetFlag( FL_RENDER_TEXTURES ) ); aCfg->Write( keyRenderSmoothNormals, prms.GetFlag( FL_RENDER_SMOOTH_NORMALS ) ); aCfg->Write( keyRenderUseModelNormals, prms.GetFlag( FL_RENDER_USE_MODEL_NORMALS ) ); aCfg->Write( keyRenderMaterial, prms.GetFlag( FL_RENDER_MATERIAL ) ); aCfg->Write( keyRenderShowModelBBox, prms.GetFlag( FL_RENDER_SHOW_MODEL_BBOX ) ); aCfg->Write( keyShowAxis, prms.GetFlag( FL_AXIS ) ); aCfg->Write( keyShowGrid, prms.GetFlag( FL_GRID ) ); aCfg->Write( keyShowGridSize, prms.m_3D_Grid ); aCfg->Write( keyShowFootprints, prms.GetFlag( FL_MODULE ) ); aCfg->Write( keyShowCopperThickness, prms.GetFlag( FL_USE_COPPER_THICKNESS ) ); aCfg->Write( keyShowZones, prms.GetFlag( FL_ZONE ) ); aCfg->Write( keyShowAdhesiveLayers, prms.GetFlag( FL_ADHESIVE ) ); aCfg->Write( keyShowSilkScreenLayers, prms.GetFlag( FL_SILKSCREEN ) ); aCfg->Write( keyShowSolderMaskLayers, prms.GetFlag( FL_SOLDERMASK ) ); aCfg->Write( keyShowSolderPasteLayers, prms.GetFlag( FL_SOLDERPASTE ) ); aCfg->Write( keyShowCommentsLayer, prms.GetFlag( FL_COMMENTS ) ); aCfg->Write( keyShowEcoLayers, prms.GetFlag( FL_ECO ) ); aCfg->Write( keyShowBoardBody, prms.GetFlag( FL_SHOW_BOARD_BODY ) ); } void EDA_3D_FRAME::Process_Zoom( wxCommandEvent& event ) { int ii; switch( event.GetId() ) { case ID_ZOOM_PAGE: for( ii = 0; ii < 4; ii++ ) GetPrm3DVisu().m_Rot[ii] = 0.0; GetPrm3DVisu().m_Zoom = 1.0; m_canvas->SetOffset( 0.0, 0.0 ); trackball( GetPrm3DVisu().m_Quat, 0.0, 0.0, 0.0, 0.0 ); break; case ID_ZOOM_IN: GetPrm3DVisu().m_Zoom /= 1.2; if( GetPrm3DVisu().m_Zoom <= 0.01 ) GetPrm3DVisu().m_Zoom = 0.01; break; case ID_ZOOM_OUT: GetPrm3DVisu().m_Zoom *= 1.2; break; case ID_ZOOM_REDRAW: break; default: return; } m_canvas->Refresh( false ); m_canvas->DisplayStatus(); } void EDA_3D_FRAME::OnLeftClick( wxDC* DC, const wxPoint& MousePos ) { } void EDA_3D_FRAME::OnRightClick( const wxPoint& MousePos, wxMenu* PopMenu ) { } double EDA_3D_FRAME::BestZoom() { return 1.0; } void EDA_3D_FRAME::RedrawActiveWindow( wxDC* DC, bool EraseBg ) { } void EDA_3D_FRAME::Process_Special_Functions( wxCommandEvent& event ) { #define ROT_ANGLE 10.0 int id = event.GetId(); bool isChecked = event.IsChecked(); switch( id ) { case ID_TOOL_SET_VISIBLE_ITEMS: Install_3D_ViewOptionDialog( event ); break; case ID_RELOAD3D_BOARD: m_reloadRequest = true; NewDisplay(); return; break; case ID_ROTATE3D_X_POS: GetPrm3DVisu().m_ROTX += ROT_ANGLE; break; case ID_ROTATE3D_X_NEG: GetPrm3DVisu().m_ROTX -= ROT_ANGLE; break; case ID_ROTATE3D_Y_POS: GetPrm3DVisu().m_ROTY += ROT_ANGLE; break; case ID_ROTATE3D_Y_NEG: GetPrm3DVisu().m_ROTY -= ROT_ANGLE; break; case ID_ROTATE3D_Z_POS: GetPrm3DVisu().m_ROTZ += ROT_ANGLE; break; case ID_ROTATE3D_Z_NEG: GetPrm3DVisu().m_ROTZ -= ROT_ANGLE; break; case ID_MOVE3D_LEFT: m_canvas->SetView3D( WXK_LEFT ); return; case ID_MOVE3D_RIGHT: m_canvas->SetView3D( WXK_RIGHT ); return; case ID_MOVE3D_UP: m_canvas->SetView3D( WXK_UP ); return; case ID_MOVE3D_DOWN: m_canvas->SetView3D( WXK_DOWN ); return; case ID_ORTHO: ToggleOrtho(); return; case ID_TOOL_SCREENCOPY_TOCLIBBOARD: case ID_MENU_SCREENCOPY_PNG: case ID_MENU_SCREENCOPY_JPEG: m_canvas->TakeScreenshot( event ); break; case ID_MENU3D_BGCOLOR_BOTTOM_SELECTION: if( Set3DColorFromUser( GetPrm3DVisu().m_BgColor, _( "Background Color, Bottom" ) ) ) m_canvas->Refresh( true ); return; case ID_MENU3D_BGCOLOR_TOP_SELECTION: if( Set3DColorFromUser( GetPrm3DVisu().m_BgColor_Top, _( "Background Color, Top" ) ) ) m_canvas->Refresh( true ); return; case ID_MENU3D_SILKSCREEN_COLOR_SELECTION: Set3DSilkScreenColorFromUser(); return; case ID_MENU3D_SOLDERMASK_COLOR_SELECTION: Set3DSolderMaskColorFromUser(); return; case ID_MENU3D_SOLDERPASTE_COLOR_SELECTION: Set3DSolderPasteColorFromUser(); return; case ID_MENU3D_COPPER_COLOR_SELECTION: Set3DCopperColorFromUser(); break; case ID_MENU3D_PCB_BODY_COLOR_SELECTION: Set3DBoardBodyColorFromUser(); break; case ID_MENU3D_REALISTIC_MODE: GetPrm3DVisu().SetFlag( FL_USE_REALISTIC_MODE, isChecked ); NewDisplay(); return; case ID_MENU3D_FL_RENDER_SHADOWS: GetPrm3DVisu().SetFlag( FL_RENDER_SHADOWS, isChecked ); NewDisplay(); return; case ID_MENU3D_FL_RENDER_SHOW_HOLES_IN_ZONES: GetPrm3DVisu().SetFlag( FL_RENDER_SHOW_HOLES_IN_ZONES, isChecked ); NewDisplay(); return; case ID_MENU3D_FL_RENDER_TEXTURES: GetPrm3DVisu().SetFlag( FL_RENDER_TEXTURES, isChecked ); NewDisplay(GL_ID_BOARD); NewDisplay(GL_ID_TECH_LAYERS); return; case ID_MENU3D_FL_RENDER_SMOOTH_NORMALS: GetPrm3DVisu().SetFlag( FL_RENDER_SMOOTH_NORMALS, isChecked ); NewDisplay(); return; case ID_MENU3D_FL_RENDER_USE_MODEL_NORMALS: GetPrm3DVisu().SetFlag( FL_RENDER_USE_MODEL_NORMALS, isChecked ); NewDisplay(); return; case ID_MENU3D_FL_RENDER_MATERIAL: GetPrm3DVisu().SetFlag( FL_RENDER_MATERIAL, isChecked ); NewDisplay(); return; case ID_MENU3D_FL_RENDER_SHOW_MODEL_BBOX: GetPrm3DVisu().SetFlag( FL_RENDER_SHOW_MODEL_BBOX, isChecked ); NewDisplay(); return; case ID_MENU3D_SHOW_BOARD_BODY: GetPrm3DVisu().SetFlag( FL_SHOW_BOARD_BODY, isChecked ); NewDisplay(); return; case ID_MENU3D_AXIS_ONOFF: GetPrm3DVisu().SetFlag( FL_AXIS, isChecked ); m_canvas->Refresh(); return; case ID_MENU3D_MODULE_ONOFF: GetPrm3DVisu().SetFlag( FL_MODULE, isChecked ); m_canvas->Refresh(); return; case ID_MENU3D_USE_COPPER_THICKNESS: GetPrm3DVisu().SetFlag( FL_USE_COPPER_THICKNESS, isChecked ); NewDisplay( GL_ID_BOARD ); NewDisplay( GL_ID_TECH_LAYERS ); return; case ID_MENU3D_ZONE_ONOFF: GetPrm3DVisu().SetFlag( FL_ZONE, isChecked ); NewDisplay( GL_ID_BOARD ); return; case ID_MENU3D_ADHESIVE_ONOFF: GetPrm3DVisu().SetFlag( FL_ADHESIVE, isChecked ); NewDisplay( GL_ID_TECH_LAYERS ); return; case ID_MENU3D_SILKSCREEN_ONOFF: GetPrm3DVisu().SetFlag( FL_SILKSCREEN, isChecked ); NewDisplay( GL_ID_TECH_LAYERS ); return; case ID_MENU3D_SOLDER_MASK_ONOFF: GetPrm3DVisu().SetFlag( FL_SOLDERMASK, isChecked ); NewDisplay( GL_ID_TECH_LAYERS ); return; case ID_MENU3D_SOLDER_PASTE_ONOFF: GetPrm3DVisu().SetFlag( FL_SOLDERPASTE, isChecked ); NewDisplay(); return; case ID_MENU3D_COMMENTS_ONOFF: GetPrm3DVisu().SetFlag( FL_COMMENTS, isChecked ); NewDisplay( GL_ID_AUX_LAYERS ); return; case ID_MENU3D_ECO_ONOFF: GetPrm3DVisu().SetFlag( FL_ECO, isChecked ); NewDisplay( GL_ID_AUX_LAYERS ); return; default: wxLogMessage( wxT( "EDA_3D_FRAME::Process_Special_Functions() error: unknown command" ) ); return; } m_canvas->Refresh( true ); m_canvas->DisplayStatus(); } void EDA_3D_FRAME::On3DGridSelection( wxCommandEvent& event ) { int id = event.GetId(); for( int ii = ID_MENU3D_GRID_NOGRID; ii < ID_MENU3D_GRID_END; ii++ ) { if( event.GetId() == ii ) continue; GetMenuBar()->Check( ii, false ); } switch( id ) { case ID_MENU3D_GRID_NOGRID: GetPrm3DVisu().SetFlag( FL_GRID, false ); break; case ID_MENU3D_GRID_10_MM: GetPrm3DVisu().SetFlag( FL_GRID, true ); GetPrm3DVisu().m_3D_Grid = 10.0; break; case ID_MENU3D_GRID_5_MM: GetPrm3DVisu().SetFlag( FL_GRID, true ); GetPrm3DVisu().m_3D_Grid = 5.0; break; case ID_MENU3D_GRID_2P5_MM: GetPrm3DVisu().SetFlag( FL_GRID, true ); GetPrm3DVisu().m_3D_Grid = 2.5; break; case ID_MENU3D_GRID_1_MM: GetPrm3DVisu().SetFlag( FL_GRID, true ); GetPrm3DVisu().m_3D_Grid = 1.0; break; default: wxLogMessage( wxT( "EDA_3D_FRAME::On3DGridSelection() error: unknown command" ) ); return; } NewDisplay( GL_ID_GRID ); } void EDA_3D_FRAME::NewDisplay( int aGlList ) { m_canvas->ClearLists( aGlList ); // Rebuild the 3D board and refresh the view on reload request: if( m_reloadRequest ) m_canvas->ReportWarnings( true ); m_canvas->Refresh( true ); m_canvas->DisplayStatus(); m_reloadRequest = false; } void EDA_3D_FRAME::OnActivate( wxActivateEvent& event ) { // Reload data if 3D frame shows a board, // because it can be changed since last frame activation if( m_reloadRequest ) NewDisplay(); event.Skip(); // required under wxMAC } /* called to set the background color of the 3D scene */ bool EDA_3D_FRAME::Set3DColorFromUser( S3D_COLOR &aColor, const wxString& aTitle, wxColourData* aPredefinedColors ) { wxColour newcolor, oldcolor; oldcolor.Set( KiROUND( aColor.m_Red * 255 ), KiROUND( aColor.m_Green * 255 ), KiROUND( aColor.m_Blue * 255 ) ); wxColourData emptyColorSet; // Provides a empty predefined set of colors // if no color set available to avoid use of an // old color set if( aPredefinedColors == NULL ) aPredefinedColors = &emptyColorSet; newcolor = wxGetColourFromUser( this, oldcolor, aTitle, aPredefinedColors ); if( !newcolor.IsOk() ) // Cancel command return false; if( newcolor != oldcolor ) { aColor.m_Red = (double) newcolor.Red() / 255.0; aColor.m_Green = (double) newcolor.Green() / 255.0; aColor.m_Blue = (double) newcolor.Blue() / 255.0; } return true; } /* called to set the silkscreen color. Sets up a number of default colors */ bool EDA_3D_FRAME::Set3DSilkScreenColorFromUser() { wxColourData definedColors; definedColors.SetCustomColour(0, wxColour( 241, 241, 241 ) ); // White definedColors.SetCustomColour(1, wxColour( 180, 180, 180 ) ); // Gray bool change = Set3DColorFromUser( GetPrm3DVisu().m_SilkScreenColor, _( "Silk Screen Color" ), &definedColors ); if( change ) NewDisplay( GL_ID_TECH_LAYERS ); return change; } /* called to set the soldermask color. Sets up a number of default colors */ bool EDA_3D_FRAME::Set3DSolderMaskColorFromUser() { wxColourData definedColors; definedColors.SetCustomColour(0, wxColour( 20, 51, 36 ) ); // Green definedColors.SetCustomColour(1, wxColour( 43, 10, 65 ) ); // Purple definedColors.SetCustomColour(2, wxColour( 117, 19, 21 ) ); // Red definedColors.SetCustomColour(3, wxColour( 54, 79, 116) ); // Light blue definedColors.SetCustomColour(4, wxColour( 11, 11, 11 ) ); // Black definedColors.SetCustomColour(5, wxColour( 241, 241,241) ); // White bool change = Set3DColorFromUser( GetPrm3DVisu().m_SolderMaskColor, _( "Solder Mask Color" ), &definedColors ); if( change ) NewDisplay( GL_ID_TECH_LAYERS ); return change; } /* called to set the copper surface color. Sets up a number of default colors */ bool EDA_3D_FRAME::Set3DCopperColorFromUser() { wxColourData definedColors; definedColors.SetCustomColour( 0, wxColour( 184, 115, 50 ) ); // Copper definedColors.SetCustomColour( 1, wxColour( 233, 221, 82 ) ); // Gold definedColors.SetCustomColour( 2, wxColour( 213, 213, 213) ); // Silver definedColors.SetCustomColour( 3, wxColour( 160, 160, 160) ); // tin bool change = Set3DColorFromUser( GetPrm3DVisu().m_CopperColor, _( "Copper Color" ), &definedColors ); if( change ) NewDisplay( GL_ID_BOARD ); return change; } /* called to set the board body color. Sets up a number of default colors */ bool EDA_3D_FRAME::Set3DBoardBodyColorFromUser() { wxColourData definedColors; definedColors.SetCustomColour( 0, wxColour( 51, 43, 22 ) ); // FR4 natural, dark definedColors.SetCustomColour( 1, wxColour( 109, 116, 75 ) ); // FR4 natural definedColors.SetCustomColour( 2, wxColour( 78, 14, 5 ) ); // brown/red definedColors.SetCustomColour( 3, wxColour( 146, 99, 47 ) ); // brown 1 definedColors.SetCustomColour( 4, wxColour( 160, 123, 54 ) ); // brown 2 definedColors.SetCustomColour( 5, wxColour( 146, 99, 47 ) ); // brown 3 definedColors.SetCustomColour( 6, wxColour( 63, 126, 71 ) ); // green 1 definedColors.SetCustomColour( 7, wxColour( 117, 122, 90 ) ); // green 2 bool change = Set3DColorFromUser( GetPrm3DVisu().m_BoardBodyColor, _( "Board Body Color" ), &definedColors ); if( change ) NewDisplay( GL_ID_BOARD ); return change; } /* called to set the solder paste layer color. Sets up a number of default colors */ bool EDA_3D_FRAME::Set3DSolderPasteColorFromUser() { wxColourData definedColors; definedColors.SetCustomColour(0, wxColour( 128, 128, 128 ) ); // grey definedColors.SetCustomColour(1, wxColour( 213, 213, 213 ) ); // Silver definedColors.SetCustomColour(2, wxColour( 90, 90, 90 ) ); // grey 2 bool change = Set3DColorFromUser( GetPrm3DVisu().m_SolderPasteColor, _( "Solder Paste Color" ), &definedColors ); if( change ) NewDisplay( GL_ID_TECH_LAYERS ); return change; } BOARD* EDA_3D_FRAME::GetBoard() { return Parent()->GetBoard(); } INFO3D_VISU& EDA_3D_FRAME::GetPrm3DVisu() const { // return the INFO3D_VISU which contains the current parameters // to draw the 3D view of the board return g_Parm_3D_Visu; } bool EDA_3D_FRAME::IsEnabled( DISPLAY3D_FLG aItem ) const { // return true if aItem must be displayed return GetPrm3DVisu().GetFlag( aItem ); }